JustWeEngine - Android FrameWork

An easy open source Android Native Game FrameWork.

Github

Game core graph

How To Import?

  • Import Engine as Library to use;

  • OR Import *.jar in "/jar";

  • OR use Gradle to build:

    • Step 1. Add the JitPack repository to your build file

      Add it in your root build.gradle at the end of repositories:

    allprojects {
    repositories {
    ...
    maven { url "https://jitpack.io" }
    }
    }
    • Step 2. Add the dependency on

    dependencies {
    compile 'com.github.lfkdsk:JustWeEngine:v1.03'
    }
  • OR use Maven to build:

    • Step 1. Add the JitPack repository to your build file

    <repositories>
    <repository>
    <id>jitpack.io</id>
    <url>https://jitpack.io</url>
    </repository>
    </repositories>
    • Step 2. Add the dependency

    <dependency>
    <groupId>com.github.lfkdsk</groupId>
    <artifactId>JustWeEngine</artifactId>
    <version>v1.03</version>
    </dependency>

Engine come to V1.03

PlaneGame Demo:Demo

OtherTools:JustWeTools

Web Demo:JustWe-WebServer

Quick Start

Advanced Application

Extend Method

1.Basic Function

1.1Extend Engine Class:

This FrameWork's all screen use SurfaceView to draw, never use other Android views like Button or Layout, so you should new a class extent Engine class,

It will control game's flow path.I had note the function in the code.


public class Game extends Engine {
// Please init your var in constructor.
public Game() {
// If open debug mode. If you open debug mode, you can print log, frame number, and parse on screen.
super(true); } // load some UI parameters. And set screen direction, default background color, set screen's scan method.
@Override
public void init() {
// init UI default par, you must use at here . Some var in UIdefaultData for more phones should be init.
UIdefaultData.init(this);
} // load sprite , background , picture and other BaseSub
@Override
public void load() { } // draw and update in a new Thread
// update message and sprite's msg
@Override
public void draw() { } @Override
public void update() { } // receive touch event , its function depend on screen's scan mode.
@Override
public void touch(MotionEvent event) { } // receive collision event , BaseSub is the father class of all the sprites and others.
// use to solve collision event default use rect collision.
@Override
public void collision(BaseSub baseSub) { }
}

1.2Draw Text:

Use GamePrinter to draw text, in addition to some other methods to draw.


@Override
public void draw() {
Canvas canvas = getCanvas();
GameTextPrinter printer = new GameTextPrinter(canvas);
printer.drawText("Hello", 100, 100);
}

Picture:

1.3Draw Picture:

Please put your pic in asset.

	GameTexture texture = new GameTexture(this);
texture.loadFromAsset("pic/logo.jpg")
texture.draw(canvas, 100, 100);

Picture:



And you can use loadFromAssetStripFrame to get a pic from a large picture.


/**
* get bitmap from a big bitmap
*
* @param filename
* @param x
* @param y
* @param width
* @param height
* @return
*/
public boolean loadFromAssetStripFrame(String filename,
int x, int y,
int width, int height)

Such as you can get a plane with this four par.



PicUtils have many functions to compress and solve Bitmap.

1.4Use Sprite:

If you want add a sprite , you can use BaseSprite or extend it , BaseSprite have lots of functions for animation, many of them should be used with animation system, I will introduce it later.

New a Sprite:

1.Simple init:


sprite = new BaseSprite(this);

2.Init with Frame Animation:

Init with Frame Animation need pic like this:


GameTexture texture = new GameTexture(this);
texture.loadFromAsset("pic/zombie.png");
// w,h,lines
sprite = new BaseSprite(this, 96, 96, 8);
sprite.setTexture(texture);
sprite.setPosition(100, 100);
sprite.setDipScale(100, 100);
// use FrameAnimation is important
sprite.addAnimation(new FrameAnimation(0, 63, 1));
addToSpriteGroup(sprite);

picture:

3.Init with Frame Animation(Pics from an large Bitmap):


// new an large Picture
GameTexture texture = new GameTexture(this);
texture.loadFromAsset("pic/shoot.png");
// Init width,height,and mode.
ship = new BaseSprite(this, 100, 124, FrameType.COMMON);
// set large pic
ship.setTexture(texture);
// get two frame in pic
ship.addRectFrame(0, 100, 100, 124);
ship.addRectFrame(167, 361, 100, 124);
ship.addAnimation(new FrameAnimation(0, 1, 1));

picture(two frames change quickly):

4.Some other important settings:


// set bitmap
ship.setTexture(texture);
// get Frame from bitmap
ship.addRectFrame(0, 100, 100, 124);
// set position
ship.setPosition(x, y);
// set w,h with dp(Can scale)
ship.setDipScale(96, 96);
// set position with dp(Can scale)
ship.setDipPosition(x, y);
// set alpha transparency value
ship.setAlpha(...);
// add Sprite to Group. Only use this Function your sprite can draw automatically.
addToSpriteGroup(ship);
...

1.5Use Button:

If you want to use Button, you can extent the BaseButton, and also you can straightly use TextureButton and TextButton.

Button's API is like Android's, you can set onClick with this interface:


button.setOnClickListener(new OnClickListener() {
@Override
public void onClick() {
Log.e("button", "onClick");
}
});

1.TextureButton:


TextureButton button;
// Init and set Button's Name.
button = new TextureButton(this, "logo");
texture = new GameTexture(this);
texture.loadFromAsset("pic/logo.jpg");
// Add pic
button.setTexture(texture);
// button's interface
button.setOnClickListener(new OnClickListener() {
@Override
public void onClick() {
Log.e("button", "onClick");
}
});
button.setPosition(200, 300);
button.setDipScale(100, 150);
// add to button group to draw and update
addToButtonGroup(button);

picture:



Combined with PicUtil in a variety of Bitmap processing methods can be easy to make a variety of styles of Button:

2.TextButton:


TextButton button;
button = new TextButton(this, "logo");
button.setText("刘丰恺");
addToButtonGroup(button);
// other functions in code.
...

picture:

2.Animation System

Now Animation System, you can use Some Animations extent BaseAnimation, and you can also extent BaseAnim by yourself.

2.1Animation Bind on BaseSub

AnimType save the type of Animations.

Animation method function
AliveAnimation adjustAlive(boolean ori) If sprite is alive
AlphaAnimation adjustAlpha(int ori) change sub's alpha
CircleMoveAnimation adjustPosition(Float2 ori) circle run with a point
FenceAnimation adjustPosition(Float2 ori) limit Sub in screen
FrameAnimation adjustFrame(int ori) Frame Animation
MoveAnimation adjustPosition(Float2 ori) Move
SpinAnimation adjustRotation(float ori) Spin
ThrobAnimation adjustScale(Float2 ori) Throb
VelocityAnimation adjustPosition/adjustAlive Velocity for one direction
WrapMoveAnimation adjustPosition(Float2 ori) move to another corner of screen
ZoomAnimation adjustScale(Float2 ori) zoom Sprite
more ... ...

ListAnimation:Animation can loop work automatically;

FixedAnimation:Animation can work by call its name.

Such as Frame Animation is a ListAnimation.And follow the plane coming in is a FixAnimation.


ship.addfixedAnimation("start",
new MoveAnimation(UIdefaultData.centerInHorizontalX - ship.getWidthWithScale() / 2,
UIdefaultData.screenHeight - 2 * ship.getHeightWidthScale(), new Float2(10, 10)));

picture:

2.2Animation Bind on Button

BaseButtonAnimation is Animation for button ,which extent BaseAnim.

Animation method function
ZoomCenterButtonAnim adjustButtonRect(Rect ori,boolean touchType) click zoom
ColorAnimation adjustButtonBackGround(int ori,boolean type) TextButton click change color
more ... ...

set ZoomCenterButtonAnim for BUtton:


// set zoom in center
button.setZoomCenter(true);
// three par, The initial value / value / amplification frames
button.setAnimation(new ZoomCenterButtonAnim(10, 30, 3));

picture:

set ColorAnimation for Button:


// init color / click color
button.setAnimation(
new ColorAnimation(UIdefaultData.colorAccent,
UIdefaultData.colorPressed));

picture:

3.Object collision detection and death decision:

Use ID and Name,we can make Sprites in different groups and have their own name,Engine core class will check different group.


final int SHIP = 0;
ship.setName("SHIP");
ship.setIdentifier(SHIP);

If you use addToSpriteGroup(sprite) for a sprite, it will find collision automatically, and callback event at here.


@Override
public void collision(BaseSub baseSub) {
// get Sub collide with It.
BaseSprite other = (BaseSprite) baseSub.getOffender();
// get Group Name
if (baseSub.getIdentifier() == BULLET &&
other.getIdentifier() == ENEMY) {
// set dead
other.setAlive(false);
// recycle or auto
removeFromSpriteGroup(other);
addToRecycleGroup(other);
}
}

You can use getOffender() get Sub collide with It,and use getIdentifier() get Group, then solve them.

If you open Debug mode , you can see the collided line.

picture:

4.Type of screen scan

It's used to give priority to the response of the screen, click, Button, and multi touch, and placed in different situations can optimize the screen refresh.


// find single touch
SINGLE,
// find click button
BUTTON,
// find more than one touch
FULL,
// find single touch and click button
SINGLE_BUTTON

set It like this:


super.setTouchMode(TouchMode.BUTTON);

5.Tools

  • NetUtils NetTools
  • PicUtils Picture Tools
  • ServiceUtils Service Tools
  • ImageHelper Image Tools
  • DisplayUtils Date canvert Tools
  • SpUtils simple Sp(Can save list and map
  • ValidatorsUtils Validators Tools

6.Music System

6.1Play short Sound

Play short Sound,Init SoundManager to load Sound .


// Context and size of Manager
SoundManager manager = new SoundManager(this, 5);
// get Sound from assets , and url will be save too.
manager.addSound("mic/open.mid");
// play with name
manager.play("mic/open.mid");

You can play a sound like this, but please use short sound. If you want to play background music, please read following.


public void removeSound(String musicName) // remove
public void play(String musicName, float volume) // play with volume
public boolean containSoundID(int soundID) // find if exist
public int getSoundID(String soundName) // get music ID
...

6.2Play Music

Play Music fix play music such as background music.


// context and url
MusicPlayer player = new MusicPlayer(this, "mic/open.mp3");
player.play();

some other methods.


public void dispose() // clear
public void setLooping(boolean isLooping) // is loop?
public void setVolume(float volume) // set volume
...

6.3Compose with short sound

Set some sounds in SoundManager and play quickly to compose.


SoundManager manager = new SoundManager(this, 5);
manager.addSound("mic/1.mid");
manager.addSound("mic/2.mid");
SoundPlayer player = new SoundPlayer(manager, 500, 16);
player.addSound("mic/1.mid");
player.addSound("mic/2.mid");
...

use player.play(); to play.

7.Use Internet

You can use Internet like this Demo.JustWe-WebServer.

use like:


server.apply("/lfk", new OnWebStringResult() {
@Override
public String OnResult() {
return "=======";
}
}); server.apply("/main", new OnWebFileResult() {
@Override
public File returnFile() {
return new File(WebServerDefault.WebServerFiles+"/"+"welcome.html");
}
});

You can bind router like this way, if you want to send msg, you can straightly use HTTP Get/Post.

8.Use State Machine Sprite


// add a new state to sprite
sprite.addState(new StateFinder() {
@Override
public boolean isContent(BaseSub baseSub) {
return Math.abs(zom.s_position.x - baseSub.s_position.x) > 50;
}
}, new FrameAnimation(0, 63, 1));

You can add a task to the state machine wizard by the addState method above, and only when the return value of the first parameter interface callback is true,

Will run second parameters to provide the instruction, if the return is false will run the second state of the judgment.

The priority of the state is provided by the join order.

picture:

9.CrashHandler

CrashHandler is used to deal with the unexpected crash event of the game, and the initialization is recommended in Application.

CrashHandler can automatically save models and abnormal log in order to allow developers to find the problem.


CrashHandler.getInstance().init(this);

You can use it like this.

And:


CrashHandler.getInstance().setRestartActivity(MainActivity.class); // restartActivity
CrashHandler.getInstance().setAfterCrashListener(new AfterCrashListener() {
@Override
public void AfterCrash() { // set what to save
...
}
});

10.Use BlueTooth

10.1Open/Close Server

BlueTooth Use requires a new BlueToothServer object, the incoming context and the MessageBack interface.


blueToothServer = new BlueToothServer(this, new OnMessageBack() {
@Override
public void getMessage(String msg) {
Log.e("L", msg);
} @Override
public void sendMessage(String msg) {
Log.e("L", msg);
} @Override
public void getDevice(ArrayList<String> msg) {
Log.e("L", msg.size() + "");
}
}); // init like this
blueToothServer.init();

After the service is initialized, such as not to open the Bluetooth, the system will automatically prompt application of Bluetooth enabled.

Through the MessageBack interface can be received to send, receive, and Devices Scan information, to take the corresponding operation can get data.

When closing the service, please use blueToothServer.unBindService (); off service.

10.2Scan Devices

Using blueToothServer.doDiscovery (); device scan, return the results in the OnMessageBack () interface

GetDevice () method to receive.

Use blueToothServer.ensureDiscoverable (); allow to be scanned. Use blueToothServer.getPairedDevices (); return a list of paired devices.

10.3Send Message

In the match after the success can be used blueToothServer.sendMessage (String MSG); Send Message.

At the same time, the message received from the getMessage (Interface) can also be obtained.

Draw by yourselves

Can accept the user's drawing input, and to generate the wizard, background, or other objects:How To Use?

Feedback

Please send your feedback as long as there occurs any inconvenience or problem. You can contact me with:

License

Copyright 2015 [刘丰恺](http://www.cnblogs.com/lfk-dsk/)

Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.

The Engine Document of JustWeEngine的更多相关文章

  1. 使用X-UA-Compatible来设置IE浏览器兼容模式(转)

    使用X-UA-Compatible来设置IE浏览器兼容模式 文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 ...

  2. 【转】http-equiv="X-UA-Compatible" 设置IE浏览器兼容模式详解

    文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 为了帮助确保你的网页在所有未来的IE版本都有一致的外观,IE ...

  3. 关于IE中通过http-equiv="X-UA-Compatible指定文件兼容性模式

    .csharpcode, .csharpcode pre { font-size: small; color: black; font-family: consolas, "Courier ...

  4. 使用X-UA-Compatible来设置IE浏览器兼容模式

    文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 为了帮助确保你的网页在所有未来的IE版本都有一致的外观,IE ...

  5. IE浏览器模式设置

    文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 为了帮助确保你的网页在所有未来的IE版本都有一致的外观,IE ...

  6. 使用X-UA-Compatible来设置IE8/IE9兼容模式

    文件兼容性用于定义让IE如何编译你的网页.此文件解释文件兼容性,如何指定你网站的文件兼容性模式以及如何判断一个网页该使用的文件模式. 前言 为了帮助确保你的网页在所有未来的IE版本都有一致的外观,IE ...

  7. <META http-equiv=X-UA-Compatible content=IE=EmulateIE7>

    未来兼容性中的 META 标记和锁定 注意:本文档是预备文档,随时可能变更. 对于 Web 开发人员来说,文本兼容性是一个要考虑的重要问题.Windows Internet Explorer 8 引入 ...

  8. IE9兼容性视图与IE9标准视图

    如果你使用的是IE9,那么按下F12键就会出现开发者工具,上面有两个下拉菜单:浏览器模式和文档模式.那么什么是浏览器模式?什么又是文档模式?二者有何区别? 浏览器模式用于切换IE针对该网页的默认文档模 ...

  9. 强制将IE8设置为IE7兼容模式来解析网页

    强制将IE8设置为IE7兼容模式来解析网页 英文原文:http://msdn.microsoft.com/en-us/library/cc288325(VS.85).aspx 文件兼容性用于定义让IE ...

随机推荐

  1. 从Insider计划看Win10的发展

    Windows 10 Insider计划是微软为了更好的倾听用户的需求而推出的用户测试项目,参与该项目的 Insider可以免费使用Windows 10 预览版.同时这些用户还需要对 Windows ...

  2. C# 关键字extern用法

    修饰符用于声明在外部实现的方法.extern 修饰符的常见用法是在使用 Interop 服务调入非 托管代码时与 DllImport 属性一起使用:在这种情况下,该方法还必须声明为 static,如下 ...

  3. eclipse自动补全的设置(自动提示)

      如果你用过Visual Studio的自动补全功能后,再来用eclipse的自动补全功能,相信大家会有些许失望. 但是eclipse其实是非常强大的,eclipse的自动补全没有VS那么好是因为e ...

  4. IOS学习笔记之获取Plist文件读取数据

    @property(nonatomic,strong) NSArray *pic; //创建数组属性 @property(nonatomic,assign) int index; //创建索引属性 @ ...

  5. 疯狂Android讲义 - 学习笔记(三)

    Android的事件处理 3.1 Android提供了两套事件处理机制:基于监听的事件处理.基于回调的事件处理. 3.2 基于监听的事件处理 3.2.1 监听的处理模型  主要涉及三类对象:Event ...

  6. 十一个行为模式之策略模式(Strategy Pattern)

    定义: 定义一系列的算法,将每一个算法封装起来,并使它们之间可以相互替换,让算法具有可扩展性和对立性. 结构图: Context:环境类,算法的使用者.对外提供了算法使用的接口,并且持有一个抽象算法类 ...

  7. 新闻类网站rss接口的编写心得

    使用的是Jdom中的相关API,具体步骤如下 要求的格式: <rss xmlns:content="http://purl.org/rss/1.0/modules/content/&q ...

  8. 留言列表模板HTML代码

    <!DOCTYPE html> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <t ...

  9. iOS 事件传递响应链

    iOS中加载的时候会先执行main函数 int main(int argc, char * argv[]) { @autoreleasepool { return UIApplicationMain( ...

  10. SuperMap iServer Ubuntu 开机自启动脚本

    在/etc/init.d/文件夹里面设置相关的文件 1.为了保证创建文件的读写权限与默认一致,我们只需要cp一个默认的启动文件即可 2.删除iserver里面的所有信息 提示:直接执行“:1,$d” ...